Hello folks, and welcome back to Wrong Every Time. Today we return to Vox Machina in a moment of unqualified triumph, as they have not only retrieved Pike’s spiffy new breastplate from the depths of hell, they’ve also managed to kill the ice dragon Vorugal in the bargain. The Chroma Conclave’s most relentless bulldog, and the destroyer of the party’s own delightful chateau, now lies buried among the frigid wastes of Tal’Dorei. It’s starting to seem like our team might actually pull this off!
Given that, I imagine Mercer has some terrible reckoning awaiting our heroes. DnD campaigns obviously shouldn’t feel hopeless, but they also shouldn’t feel effortless – ideally, the party should feel like they have the weight of the world on their shoulders, but that their best efforts might just come to some triumphant end. In practice, this tends to mean DnD drama follows a sort of roller coaster structure, building the party up just to send them plummeting down, often at moments aligned with some sort of narrative act change. My own prior campaign integrated such plummets at the conclusion of its first and second acts, letting each act finale serve several roles: offering a massive action payoff, reaffirming the party’s bonds with the world and characters, and putting the overall forces of good on the backfoot in order to give the party room to rise again.
So far, Vox Machina’s only such reckoning has been the arrival of the Chroma Conclave. Given their recent successes, I imagine we’re due for some manner of rude awakening, something to assure both party and audience that Thordak still has the upper hand. Mechanical and narrative design are in agreement on this one: challenges must feel challenging, drama must feel heart-pounding, and parties that are doing too well must be properly chastened. Let’s drop that other shoe, Mercer!